Power Charges
Players gain increased Critical Strike Chance for each Power Charge they have
actual_current_power_charges
Attribute /4

power_charge

NameShow Full Descriptions
IsCharged1
BuffGroupsID31
IsBuffDefinition1
BuffMergeModesID4
Crucible Weapon /28
WeightDesc
300 (T3, T4)50% increased Endurance, Frenzy and Power Charge Duration
300 (T3, T4)65% increased Endurance, Frenzy and Power Charge Duration
300 (T3, T4)80% increased Endurance, Frenzy and Power Charge Duration
300 (T3, T4)100% increased Endurance, Frenzy and Power Charge Duration
300 (T3, T4)120% increased Endurance, Frenzy and Power Charge Duration
300 (T3, T4)140% increased Endurance, Frenzy and Power Charge Duration
200 (T3, T4)75% reduced Endurance, Frenzy and Power Charge Duration
Gain a Power, Frenzy or Endurance Charge on Kill
400 (T3, T4)50% reduced Power Charge Duration
Gain a Power Charge on Kill
300 (T3, T4)+1 to Minimum Frenzy Charges
+1 to Minimum Power Charges
-1 to Maximum Endurance Charges
300 (T3, T4)+2 to Minimum Frenzy Charges
+2 to Minimum Power Charges
-2 to Maximum Endurance Charges
300 (T3, T4)+1 to Minimum Endurance Charges
-1 to Maximum Frenzy Charges
+1 to Minimum Power Charges
300 (T3, T4)+2 to Minimum Endurance Charges
-2 to Maximum Frenzy Charges
+2 to Minimum Power Charges
300 (T3, T4)+1 to Minimum Endurance Charges
+1 to Minimum Frenzy Charges
-1 to Maximum Power Charges
300 (T3, T4)+2 to Minimum Endurance Charges
+2 to Minimum Frenzy Charges
-2 to Maximum Power Charges
150 (T3, T4)-1 to Maximum Endurance, Frenzy and Power Charges
+1 to Minimum Endurance, Frenzy and Power Charges
150 (T3, T4)-1 to Maximum Endurance, Frenzy and Power Charges
+2 to Minimum Endurance, Frenzy and Power Charges
500 (T4)+1 to Maximum Frenzy Charges
-1 to Maximum Power Charges
-1 to Maximum Endurance Charges
500 (T4)+2 to Maximum Frenzy Charges
-2 to Maximum Power Charges
-2 to Maximum Endurance Charges
500 (T4)-1 to Maximum Frenzy Charges
+1 to Maximum Power Charges
-1 to Maximum Endurance Charges
500 (T4)-2 to Maximum Frenzy Charges
+2 to Maximum Power Charges
-2 to Maximum Endurance Charges
500 (T4)-1 to Maximum Frenzy Charges
-1 to Maximum Power Charges
+1 to Maximum Endurance Charges
500 (T4)-2 to Maximum Frenzy Charges
-2 to Maximum Power Charges
+2 to Maximum Endurance Charges
150 (T4)-1 to Maximum Power Charges
4% increased Cooldown Recovery Rate per Power Charge
150 (T4)-1 to Maximum Power Charges
6% increased Cooldown Recovery Rate per Power Charge
150 (T4)15% increased Damage per Endurance, Frenzy or Power Charge
-1 to Maximum Endurance, Frenzy and Power Charges
150 (T4)25% increased Damage per Endurance, Frenzy or Power Charge
-1 to Maximum Endurance, Frenzy and Power Charges
500 (T5)Flicker Strike and Vigilant Strike's Cooldown can be bypassed by Power Charges instead of Frenzy or Endurance Charges
1000 (T1, T2, T3, T4, T5)Socketed Gems are Supported by Level 30 Power Charge On Critical Strike
Codevirtual maximum power charges
IsPublic1
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual1
IsScalable1
StatSemantics3
Codeactual current power charges
IsPublic1
IsLocal0
IsWeaponLocal0
IsProxied
IsParty1
IsVirtual0
IsScalable1
StatSemantics3
Codeminimum power charges
IsPublic1
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual1
IsScalable1
StatSemantics3
Skill Gem /238
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
Performs a warcry, taunting all nearby enemies to attack the user and granting a buff to the user and nearby allies. The user and allied players also gain endurance charges.
Performs two fast strikes with a melee weapon, each of which summons a double of you for a duration to continuously attack monsters in this fashion.
Take less Physical and Elemental Damage for a short time. Consumes up to 5 Endurance Charges to lengthen the buff and further lessen Physical Damage taken. Shares a cooldown with other Guard skills.
Discharges Endurance Charges, making the character unable to die or gain Vaal souls for a short time, proportional to how many endurance charges were expended.
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which detonates after a duration, dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Creates a sudden burst of cold in a targeted area, damaging enemies. Also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Creates a sudden burst of cold around you, damaging enemies. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area.
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Adds a buff that deals Physical Damage over time, while increasing Attack Speed and Life Leech. Killing an enemy while this buff is active refreshes the buff duration, and can grant a Frenzy Charge.
Sacrifices a portion of your Life and Energy Shield to engulf you in magical fire that rapidly burns nearby enemies for a duration. Your spell damage is increased while under this effect.
Infuse the player's current weapon with additional fire damage for a short time.
Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.
Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Power Charge.
Repeatedly teleports to enemies and hits them, inflicting a wound but dealing no damage. After the repeating finishes, each enemy is hit by the total damage of their wounds, which are removed.
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
Launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Launches unpredictable sparks with that move randomly with large differences in speed and distance until they hit an enemy or expire.
Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
Launches a shard of ice that splits on hitting terrain or enemies. After splitting, the projectiles are in second form, which moves much faster and pierces through enemies.
Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed to damage that and other surrounding enemies. Enemies with either debuff explode when they die, damaging other surrounding enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Attacks with your weapon, applying a charged debuff to you the first time you hit an enemy with this skill. Upon reaching 6 charges, or charges expiring, the charged debuff is removed to damage nearby enemies. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.
Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, will strike with both weapons. Requires a claw, dagger or sword.
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, deals the damage of both weapons in one strike. Requires a claw, dagger or sword.
Gain a buff that makes you faster, harder to detect, and grants Phasing, letting you pass through enemies. Performing any skill replaces this buff with one that boosts melee physical damage of skills you use yourself (it will not apply to your melee skills used by totems). Consumes Frenzy Charges to increase duration.
Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.
Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.
Curses all targets in an area, lowering their elemental resistances.
Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
Curses all targets in an area, reducing their accuracy and making them deal less damage.
Curses all targets in an area, lowering their chaos resistance.
Summon Skeleton Warrior minions at the targeted location. They use a melee attack and die after a duration. If made aggressive, Skeleton Warriors will also dash towards nearby enemies.
Summon Skeleton Archer minions at the targeted location. They fire arrows and die after a duration.
Summon Skeleton Mage minions of random elemental types at the targeted location. They cast projectile spells based on their element, and die after a duration.
Summons an army of skeletal soldiers, archers and mages, led by a powerful general.
Attacks enemies with a melee strike, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
Attacks enemies with a melee strike, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
Applies a buff that adds to your armour, and can take some of the damage from hits for you before being depleted. When the buff expires or is depleted, the skill deals reflected damage to enemies around you based on the total damage that was taken from the buff. Shares a cooldown with other Guard skills.
Applies a buff that raises your armour, and takes some of the damage from hits for you before being depleted. Each second, the skill deals reflected damage to surrounding enemies based on the damage taken by the buff in that second. When the buff is removed, the skill deals reflected damage to enemies around you based on the total damage that was taken by the buff. You cannot have the buff at the same time as any other Guard skill.
Punctures enemies with your Bow, causing a bleeding debuff, which will be affected by modifiers to skill duration.
Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with daggers, claws or swords.
Casts a temporary aura that increases the movement speed, attack speed and cast speed of you and your allies.
Casts an aura that grants additional energy shield and increased energy shield recharge rate to you and your allies.
Casts a temporary aura that prevents energy shield recharge being delayed by damage taken for you and your allies.
Casts a temporary aura that grants you and your allies additional chance to evade attacks, and makes suppressed spell damage unlucky against you.
Casts a temporary aura that lets you and your allies cast skills without paying their mana costs.
Throws a trap that, when triggered by an enemy, converts that enemy to your side for a short duration. Does not affect unique monsters or players.
Throws a trap that damages and immobilises a single enemy for a duration based on how much damage was dealt. After the immobilise expires, a debuff remains on the enemy for a duration, lowering their movement speed by an amount which lessens over time. The affected enemy will take increased damage from traps and mines until the debuff expires. Modifiers to spell damage do not affect this skill's damage.
Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies and leaving an area of burning ground that damages enemies who walk through it.
Throws multiple traps that explode when triggered, dealing fire damage to surrounding enemies and leaving areas of burning ground that damages enemies who walk through them.
Fires an arc of knives down into the ground in front of the caster which deal physical damage. Cannot be supported by Volley.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
A shocking arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains from an enemy, it will do so simultaneously to two further enemies, but never to enemies that have already been hit by any of these chains. Also grants a buff making your Arc damage lucky for a short duration.
Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.
Immediately encases you in ice, protecting you for a duration or until you take damage from a number of hits, and also grants a buff once the cast time has finished. You cannot move or perform non-instant actions while in the ice. When the ice breaks, the buff is also removed.
Curses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit.
Curses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
Curses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
Unleash orbs of energy while you channel that repeatedly jump towards the targeted location until their duration expires, dealing damage in small area after each jump. When you stop channelling, all remaining orbs explode, dealing higher damage in a larger area.
Spin and attack in place, damaging nearby enemies and pulling others towards you. While using this skill, you cannot be stunned or knocked back. Cannot be supported by Ruthless.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets and leaving a trail of shocked ground.
Throws a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed. Shares a cooldown with other Blink skills.
Animates a Melee Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
Animates a copy of your main hand Melee Weapon to fight by your side. Cannot be used by Totems, Traps or Mines.
Animates a Ranged Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
Casts an aura that reduces fire damage taken and provides ignite immunity to you and nearby allies, and makes hits against nearby enemies ignore their fire resistance.
Casts an aura that reduces cold damage taken and provides freeze and chill immunity to you and nearby allies, and makes hits against nearby enemies ignore their cold resistance.
Casts an aura that reduces lightning damage taken and provides shock immunity to you and nearby allies, and makes hits against nearby enemies ignore their lightning resistance.
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it and causing lightning strikes at any other markers you've cast.
Sets a marker at a location. After a short duration, a bolt strikes the marker, dealing physical damage around it and causing bolts to strike at any other markers you've cast. Bolt impacts will leave behind a pool of boiling blood, which deals physical damage over time to enemies within it for a secondary duration.
Sets a marker at a location. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike. Modifiers to the skill's duration will also affect the delay between these strikes. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it.
Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly, converting all its physical damage to fire. Enemies will not directly engage these spirits, and can pass through them.
Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly, converting all its physical damage to fire. Enemies will not directly engage these spirits, and can pass through them.
Strikes enemies in front of you with a surge of flame. Burning enemies are dealt more damage. If you hit an ignited enemy, will create burning ground under them. Your damage modifiers don't apply to this burning ground.
Strikes enemies in front of you with a surge of flame. If this ignites an enemy a large area of burning ground will be created under them. Your damage modifiers don't apply to this burning ground.
Desecrates the ground, spawning corpses based on monsters in the current area and dealing chaos damage over time to enemies. If you are using the Raise Spectre skill there is a chance to spawn spectral corpses matching your most recently raised Spectres. Spectral corpses cannot be interacted with except by Minion skills.
Consumes a corpse, which temporarily empowers your minions with swiftness. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
Consumes a corpse, granting all of your minions the power to block both attacks and spells. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
Consumes a corpse, granting increased critical strike chance and additional critical strike multiplier to your minions. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
Recalls all minions that are following you to your location, and grants them a temporary life regeneration effect.
Recalls all minions that are following you to your location, and grants them a temporary life regeneration effect.
Grants a buff providing fire damage based on your physical damage. While you have this buff, if you kill an enemy, other enemies near them will be burned based on the overkill damage. The burn inflicted by this skill can only be affected by modifiers to damage over time (burning damage is damage over time).
Grants a buff which adds lightning damage to spells and attacks. If you kill a shocked enemy, this skill will create a storm, causing lightning bolts to strike enemies around you for a duration. The damage inflicted by this skill is not affected by modifiers to spell damage.
Grants a buff which lets you deal more physical damage. When you kill an enemy while you have this buff, this skill will summon a Sentinel of Purity, or refresh the duration and life of an existing one instead if you have the maximum number of them. The Sentinels of Purity have a single-target melee attack and an area melee attack.
Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver.
Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire arrows into the air to land around a target.
Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire random elemental arrows which convert all physical damage to the chosen element and deal no damage of other damage types.
Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver.
Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire arrows into the air to land around a target.
Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire random elemental arrows which convert all physical damage to the chosen element and deal no damage of other damage types.
Attack with a melee weapon, gaining static energy for a duration if you hit an enemy. While you have static energy, you'll frequently hit a number of nearby enemies with beams, dealing attack damage.
Retaliate against a savage hit with a warcry, taunting all nearby enemies to attack the user. The user and nearby allies gain a buff which grants rage and prevents rage from being lost. Minions cannot gain rage.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Nearby allies gain a buff based on the damage of your weapon.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants a portion of their physical damage as extra fire damage. In addition to being taunted, enemies are inflicted with a secondary debuff causing them to explode when they die, dealing fire damage in an area.
Teleport to a location, damaging enemies and leaving a trail of burning ground. Shares a cooldown with other Blink skills.
Teleport to a location, damaging enemies and leaving a trail of burning ground, then repeat the teleport in the other direction. Cannot be triggered, or used by a totem, trap or mine. Cannot be supported by Unleash.
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.
Fires a single arrow up in the air, to rain down at a targeted location. The arrow deals area damage around where it lands, as well as releasing a wave of fire which will apply a burning debuff to enemies. The impact of the arrow will also inflict this debuff.
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
Once activated, continuously spends mana to cause volleys of ethereal weapons rain from the sky around you, dealing damage to enemies they impact. Each Blade will target a separate enemy in the volley area if possible. Each enemy can only be hit once by each volley, even if multiple blades land near them. This skill cannot be triggered or used by Totems, Traps, or Mines.
This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
This spell creates a swarm of ethereal blades which briefly orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius.
Creates an independently-moving vortex of ethereal blades which lasts for a duration. The vortex moves toward nearby enemies, repeatedly damaging enemies that it passes through.
This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing cold damage to enemies around it.
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies.
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies, but each time it spreads, it only deals three quarters as much damage as before.
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy is hit while affected by Contagion, the debuff spreads to other enemies.
Casts a debilitating debuff on enemies in an area, hindering their movement and also inflicts the Withered debuff, which increases the Chaos Damage they take and can stack up to 15 times.
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration.
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration. The damaging debuff is spread by Contagion.
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a longer secondary duration, slowing their movement and reducing their life regeneration rate. Continued channelling adds layers of damage to the debuff, each with their own duration.
Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
Fires a projectile that applies a damage over time debuff when it hits. You lose Life and Energy Shield equal to a portion of the debuff damage. The debuff is spread by Contagion.
Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it.
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.
Unleash a beam of fire that burns enemies it touches. Remaining in the beam raises the burning, adding a portion of the beam's damage in stages. Inflicts Fire Exposure at maximum stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam turns.
Unleash a beam of fire that burns enemies it touches. Remaining in the beam raises the burning, adding a portion of the beam's damage in stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam turns.
Summons slow moving skeletal minions that decay over time. Does not require a corpse to be consumed.
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area and detonate nearby corpses for a duration. Corpse explosions are not affected by modifiers to spell damage, and cannot be reflected.
Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.
Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.
Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies.
Throws a trap that releases a number of flames in different directions around it when triggered. The flames last for a duration, rotating around the trap and repeatedly dealing damage. Burning enemies are dealt more damage.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Throws a trap which, once triggered, repeatedly releases a number of waves for a duration. Each wave deals damage in a series of small bursts in a line, ending with a larger burst.
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. After using this skill, your steps will deal damage around you, cracking the earth if the previous cracks have erupted. This effect ends after a secondary duration, or after a maximum number of aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Apply a powerful debuff to enemies around you which deals chaos damage over time. Then applies two additional layers in a larger area, growing greatly in size each time. Enemies are also substantially hindered for a shorter secondary duration, slowing their movement.
Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. The cooldown can be bypassed by expending an Endurance Charge. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and slows their movement speed. The pods last for a duration before bursting, dealing area damage.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod slows the movement speed of nearby enemies. The pods last for a duration before bursting, dealing area damage.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and withers them, causing them to take increased chaos damage. The pods last for a duration before bursting, dealing area damage.
Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Channelling for longer builds up stages on the skill. When you stop channelling, the stages decay over a duration.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. The brand will detach if the enemy dies.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing a beam which deals damage to the branded enemy and those around it. The brand will detach if the enemy dies.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Swing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Steel Shards are gained with the Call of Steel Skill.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.
Fires a series of projectiles in a spiral that turn towards enemies in front of them, damaging and piercing through those they hit, and leeching some of that damage as energy shield. As the projectiles travel, they repeatedly apply a short but powerful chaos damage over time debuff to each enemy in an area around them.
Applies a debuff to enemies in an area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
Applies a debuff to enemies in a small area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
An expanding wave of energy surges outwards from you, damaging enemies in a ring-shaped area over a duration. The ring then returns, damaging enemies again on the way back. Only one Wave of Conviction can be active at a time
Applies a buff which can take some of the damage from hits for you before being depleted. Shares a cooldown with other Guard skills.
[UNUSED] Not used
[UNUSED] Summon replications of your character that follow you. When you use a supported skill, the replications also use their copy of the skill. Additional Projectiles are distributed evenly among replications.
Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe. You are in Blood Stance by default.
Perform a spinning attack, damaging enemies around you and creating a random bladestorm. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe.
Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Shares a cooldown with other Blink skills.
[UNUSED] Attack an enemy, teleporting a short distance behind them if they're not in range. On hit, summon a serpent that replicates the attack.
Attacks with your weapon, inflicting a debuff on enemies hit by the strike. If a debuffed enemy dies while poisoned, Pestilent Strike inflicts a secondary chaos damage over time debuff on enemies around them, based on the poisons on the slain enemy. This damage is not affected by your damage modifiers. Requires a Claw or Dagger.
Fires a returning projectile that can be caught. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
Spends a portion of your mana to grant a buff that takes some of the damage from hits for you until depleted. The buff grants added lightning damage based on the amount of mana spent by this skill. Shares a cooldown with other Guard skills.
[UNUSED] Places a projectile portal. With two portals active, any of your projectiles that impact one portal will be teleported to the other portal, retaining their direction and speed. In layman's terms, speedy thing goes in, speedy thing comes out.
Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.
Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.
[UNUSED] Whily Twirly
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, triggering linked spells. The brand will detach if the enemy dies.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants movement speed.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent slam attacks. The user and nearby allies gain a buff that increases their armour and stun threshold.
Performs a warcry, taunting all nearby enemies to attack the user and exerting subsequent strike attacks. The user and nearby allies gain a buff that grants elemental resistances.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and causing a pulse that deals damage to the branded enemy and other nearby enemies. The pulse gains area of effect and damage for each energy on the branded enemy, up to 20. All energy is removed from the enemy when the brand is detached.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and nearby enemies who do not have energy. When the brand is detached, all enemies with energy are dealt damage.
Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached.
Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. Warcries or other Slam Attacks performed by you or allied players near any spike will cause them to shatter, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. The spikes shatter after a duration, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
Slam the ground, sending out a rectangular fissure that deals area damage to enemies and thrusts a large spike from the ground where it ends. Warcries or other Slam Attacks performed by you or allied players near the spike will cause it to shatter, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
Performs a warcry, taunting nearby enemies to attack the user, and summoning Mirage Warriors from nearby corpses. The Mirage Warriors each use a linked attack skill once before dissipating.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Place a Frost Shield that drains your energy shield for one second or until you run out, gaining stages while this drain occurs. The Frost Shield takes some damage from hits in place of you and allies while in its area. Enemies in the area are Chilled. You can only have one Frost Shield active at once.
Places a Sigil on the ground, which grants a buff to you and allies in the area around it for a duration. The Sigil gains stages as you spend mana in its area, making the buff more powerful. You can only have one Sigil of Power at a time.
Create a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit.
[UNUSED] The environmentally unsustainable child of Explosive Arrow and Flame Wall
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Casts an aura that causes taking elemental damage to heal you and nearby allies instead.
Releases several tendrils of blood from your character, targeting enemies in a narrow angle in front of you. The beams deal physical damage and inflict a physical damage over time debuff to enemies, which can stack up to 3 times. Effects which allow skills to chain can apply to these tendrils.
Releases a tendril of blood from your character, which will target an enemy in front of you, then chain to other enemies. The tendril deals physical damage and inflicts a physical damage over time debuff to enemies, which can stack up to 3 times.
Draws out your own blood to power a buff for a duration, letting this skill inflict the Corrupting Blood debuff on enemies you hit, dealing physical damage over time for a short secondary duration. The buff's duration will be refreshed if you spend enough life before it expires.
A bloody scythe swipes across a selected area, applying a physical damage over time debuff and hitting enemies with physical damage. If any survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Each cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Enemies killed by this damage, or shortly after, will explode. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
Spin with a sword or axe to deal damage in an area around you. Sacrifices some rage to send a ragestorm forward. While enemies are inside it, the ragestorm will slow its movement and repeatedly deal attack damage based on your attack speed.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that boosts critical strike chance.
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the corpse will be consumed to summon a Sentinel of Absolution for a secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the corpse will be consumed to summon a Sentinel of Absolution for a secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
Teleports you to a nearby enemy, applying a buff to you for a short duration and blinding the enemy for a secondary duration. Performing a melee attack with a One-Handed Weapon removes the buff to exert that attack.
Throws a trap which, once triggered, swings two copies of your equipped Two Handed Sword around it in circles for a duration, each repeatedly damaging enemies it spins through
Consumes a corpse, and sacrifices a portion of your life, granting your minions life regeneration based on the life sacrificed, and a bonus to damage. The skill consumes other nearby corpses, increasing the duration and life regeneration for each corpse consumed.
Create a Tornado that hinders and repeatedly damages enemies around it. It will move forward for a duration, during which your projectiles can collide with it to deal damage as though it was an enemy. Then it will chase down enemies for a secondary duration, and reflect a portion of the damage it took from your projectiles to them in addition to its own damage.
Create a Tornado of a random element that hinders and repeatedly damages enemies around it, converting physical damage to its element. The Tornado will chase down enemies for a duration.
Targets an allied player to apply a buff which links you to them for a duration. While linked, your Energy Shield will intercept some of the damage they would take. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they deal additional fire damage based on your life. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they get recovery from your life leech instead of you. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they copy your block chance and recover life when they block. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, their hits can trigger your supported spells. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they use your main hand critical strike chance. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning. The strength of the field depends on the magnitude of shock affecting the enemy when it is created.
Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning.
Curses a single enemy, granting flask charges when you hit them and creating Burning Ground under them if your hit Ignites them, and Caustic Ground if it Poisons them. Damage modifiers do not apply to these ground effects. You can only have one Mark at a time.
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Killing Blows on Rare or Unique enemies grant a buff that improves Cleave for a duration. Killing Blows on Rare Enemies also steal their modifiers for a secondary duration. Only works with Axes and Swords.
Fires a slow-moving serpentine arrow which deals chaos damage while piercing enemies, and leaves a trail of caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Creates already-caught projectiles without firing them first, both immediately and over a secondary duration. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
Calls lightning down to infuse your weapon, then performs a melee attack and causes lightning to strike nearby enemies, dealing damage in an area. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Bloody scythes swipe around a selected area, hitting enemies with physical damage. An area of boiling blood is left beneath them for a duration which deals physical damage over time. Also gives a bonus to maximum Blood Charges for a secondary duration.
Animates multiple Melee Weapon Items and Lingering Blades to fight by your side, and transforms them into different, unique weapons. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
Causes one of your existing Sentinels of Absolution to Ascend, becoming more powerful, gaining new spells, and overriding its duration, while maintaining its other bonuses, including from support gems. If you cannot have more Ascended Sentinels of Absolution, an existing one will be refreshed instead.
This spell causes one of your existing Sentinels of Dominance to Ascend, becoming more powerful, gaining new attacks, and overriding its duration, while maintaining its monster modifiers and other bonuses, including from support gems. If you cannot have more Ascended Sentinels of Dominance, an existing one will be refreshed instead.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target. When you use this skill, it summons a squad of Mirage Sharpshooters for a duration. Cannot be used by Totems, Traps, or Mines.
A fixed number of flaming bolts rain down in a spiral, culminating in the central one impacting the targeted location. They explode when landing, dealing damage to nearby enemies and leaving burning ground, which deals fire damage over time.
Fire arrows into the air that rain down around the targeted area, dealing area damage on impact and leaving the arrows stuck in the ground for a duration. If you move close to a stuck arrow, it will explode, dealing area damage and applying a fire damage over time debuff, as well as causing other stuck arrows in range to also explode.
Skill Gem Quality /5
(0–20)% chance to gain a Power Charge on Critical Strike
Cursed Enemies have a (0–5)% chance to grant a Power Charge when Hit
+(0–10)% to Critical Strike Multiplier per Power Charge
+(0–10)% to Critical Strike Multiplier per Power Charge
(0–20)% chance to gain a Power Charge on Critical Strike
Support Gem /5
Supports any skill that hits enemies or inflicts ailments
Supports melee strike skills, causing them to also strike at extra targets simultaneously. The extra targets must be a minimum distance from the user. If supporting a minion attack skill, the minion's skills will not also strike extra targets. Cannot support Vaal skills or triggered skills.
Supports skills which create Minions.
Supports melee strike skills, causing them to also strike at extra targets simultaneously. The extra targets must be a minimum distance from the user. If supporting a minion attack skill, the minion's skills will not also strike extra targets. Cannot support Vaal skills or triggered skills.
Supports any skill that hits enemies or inflicts ailments
Support Gem Quality /1
Supported Skills have (0–10)% chance to gain a Power Charge on Critical Strike
Item mods /109
NameLevelPre/SufDescriptionWeight
1Corrupted(5–7)% chance to gain a Power Charge on Critical Strike Criticalwand 1000
dagger 1000
claw 1000
sceptre 1000
staff 1000
default 0
60Corrupted+1 to Maximum Power Chargeshelmet 1000
default 0
The Shaper's68Prefix(4–6)% chance to gain a Power Charge on Killhelmet_shaper 400
staff_shaper 400
warstaff_shaper 400
default 0
The Shaper's84Prefix(7–10)% chance to gain a Power Charge on Killhelmet_shaper 400
staff_shaper 400
warstaff_shaper 400
default 0
of Shaping68SuffixGain an Endurance, Frenzy or Power charge when you Blockshield_shaper 800
default 0
The Elder's68PrefixSocketed Gems are Supported by Level 10 Power Charge On Critical Strike Gemgrants_2h_support 0
staff_elder 400
warstaff_elder 400
default 0
of Shaping68Suffix+(22–25)% to Global Critical Strike Multiplier
(5–8)% chance to gain a Power Charge on Critical Strike
Damage Attack Critical
bow_shaper 500
default 0
of Shaping75Suffix+(26–29)% to Global Critical Strike Multiplier
(9–10)% chance to gain a Power Charge on Critical Strike
Damage Attack Critical
bow_shaper 500
default 0
of Shaping68Suffix(60–74)% increased Spell Critical Strike Chance
10% chance to gain a Power Charge on Critical Strike
Caster Critical
attack_staff 0
staff_shaper 1000
default 0
of Shaping75Suffix(75–82)% increased Spell Critical Strike Chance
10% chance to gain a Power Charge on Critical Strike
Caster Critical
attack_staff 0
staff_shaper 1000
default 0
of Shaping84Suffix+1 to Maximum Power Chargesstaff_shaper 1000
warstaff_shaper 1000
default 0
of the Elder68Suffix+5% Chance to Block Attack Damage while wielding a Staff
25% chance to gain a Power Charge when you Block
staff_elder 1000
warstaff_elder 1000
default 0
of Shaping68SuffixGain a Power Charge after Spending a total of 200 Manawand_shaper 1000
default 0
of the Elder68Suffix(5–10)% increased Damage per Power Charge Damagewand_elder 1000
default 0
Warlord's75Prefix+1 to Maximum Power Chargeshelmet_adjudicator 125
default 0
Redeemer's68Prefix(4–6)% chance to gain a Power Charge on Killhelmet_eyrie 250
claw_eyrie 250
dagger_eyrie 250
rune_dagger_eyrie 250
sceptre_eyrie 250
wand_eyrie 250
staff_eyrie 250
warstaff_eyrie 250
default 0
Redeemer's80Prefix(7–10)% chance to gain a Power Charge on Killhelmet_eyrie 250
claw_eyrie 250
dagger_eyrie 250
rune_dagger_eyrie 250
sceptre_eyrie 250
wand_eyrie 250
staff_eyrie 250
warstaff_eyrie 250
default 0
of the Crusade80Suffix15% chance to gain a Power Charge on Critical Strike Criticalbody_armour_crusader 250
default 0
of the Crusade68Suffix+1 to Minimum Power Chargesshield_crusader 500
default 0
of the Crusade80Suffix+2 to Minimum Power Chargesshield_crusader 500
default 0
of the Hunt68SuffixGain an Endurance, Frenzy or Power charge when you Blockshield_basilisk 250
default 0
Crusader's75Prefix1 to (6–8) Lightning Damage per Power Charge Damage Elemental Lightningring_crusader 500
default 0
Crusader's80Prefix(1–2) to (9–11) Lightning Damage per Power Charge Damage Elemental Lightningring_crusader 500
default 0
Crusader's68Prefix(3–4)% increased Damage per Power Charge Damageamulet_crusader 500
default 0
Crusader's80Prefix(5–6)% increased Damage per Power Charge Damageamulet_crusader 500
default 0
of the Crusade68Suffix(5–7)% increased Damage per Power Charge Damagesceptre_crusader 500
rune_dagger_crusader 500
wand_crusader 500
default 0
of the Crusade73Suffix(8–10)% increased Damage per Power Charge Damagesceptre_crusader 500
rune_dagger_crusader 500
wand_crusader 500
default 0
of the Crusade68Suffix(10–13)% increased Damage per Power Charge Damagestaff_crusader 500
default 0
of the Crusade73Suffix(14–17)% increased Damage per Power Charge Damagestaff_crusader 500
default 0
68ScourgeUpside+1 to Minimum Power Chargesring 100
default 0
1ScourgeUpside(5–6)% chance to gain a Power Charge on Killring 200
default 0
45ScourgeUpside(7–8)% chance to gain a Power Charge on Killring 200
default 0
68ScourgeUpside(9–10)% chance to gain a Power Charge on Killring 200
default 0
68ScourgeUpside(11–12)% chance to gain a Power Charge on Killring 200
default 0
68ScourgeDownside-1 to Maximum Power Chargesring 500
default 0
75RedImplicit4% increased Damage per Power Charge Damageno_tier_6_eldritch_implicit 0
helmet 1000
default 0
75RedImplicit4% increased Damage per Power Charge Damageno_tier_5_eldritch_implicit 0
helmet 1000
default 0
75RedImplicit5% increased Damage per Power Charge Damageno_tier_4_eldritch_implicit 0
helmet 1000
default 0
75RedImplicit5% increased Damage per Power Charge Damageno_tier_3_eldritch_implicit 0
helmet 1000
default 0
75RedImplicit6% increased Damage per Power Charge Damageno_tier_2_eldritch_implicit 0
helmet 1000
default 0
75RedImplicit6% increased Damage per Power Charge Damageno_tier_1_eldritch_implicit 0
helmet 1000
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, 5% increased Damage per Power Charge Damageno_tier_5_eldritch_implicit 0
helmet 500
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, 6% increased Damage per Power Charge Damageno_tier_4_eldritch_implicit 0
helmet 500
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, 6% increased Damage per Power Charge Damageno_tier_3_eldritch_implicit 0
helmet 500
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, 7% increased Damage per Power Charge Damageno_tier_2_eldritch_implicit 0
helmet 500
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, 7% increased Damage per Power Charge Damageno_tier_1_eldritch_implicit 0
helmet 500
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, 7% increased Damage per Power Charge Damageno_tier_4_eldritch_implicit 0
helmet 200
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, 7% increased Damage per Power Charge Damageno_tier_3_eldritch_implicit 0
helmet 200
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, 8% increased Damage per Power Charge Damageno_tier_2_eldritch_implicit 0
helmet 200
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, 8% increased Damage per Power Charge Damageno_tier_1_eldritch_implicit 0
helmet 200
default 0
75BlueImplicit5% increased Mana Regeneration Rate per Power Charge Manano_tier_6_eldritch_implicit 0
helmet 1000
default 0
75BlueImplicit5% increased Mana Regeneration Rate per Power Charge Manano_tier_5_eldritch_implicit 0
helmet 1000
default 0
75BlueImplicit5% increased Mana Regeneration Rate per Power Charge Manano_tier_4_eldritch_implicit 0
helmet 1000
default 0
75BlueImplicit5% increased Mana Regeneration Rate per Power Charge Manano_tier_3_eldritch_implicit 0
helmet 1000
default 0
75BlueImplicit6% increased Mana Regeneration Rate per Power Charge Manano_tier_2_eldritch_implicit 0
helmet 1000
default 0
75BlueImplicit6% increased Mana Regeneration Rate per Power Charge Manano_tier_1_eldritch_implicit 0
helmet 1000
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 6% increased Mana Regeneration Rate per Power Charge Manano_tier_5_eldritch_implicit 0
helmet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 6% increased Mana Regeneration Rate per Power Charge Manano_tier_4_eldritch_implicit 0
helmet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 6% increased Mana Regeneration Rate per Power Charge Manano_tier_3_eldritch_implicit 0
helmet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 7% increased Mana Regeneration Rate per Power Charge Manano_tier_2_eldritch_implicit 0
helmet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 7% increased Mana Regeneration Rate per Power Charge Manano_tier_1_eldritch_implicit 0
helmet 500
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 7% increased Mana Regeneration Rate per Power Charge Manano_tier_4_eldritch_implicit 0
helmet 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 7% increased Mana Regeneration Rate per Power Charge Manano_tier_3_eldritch_implicit 0
helmet 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 8% increased Mana Regeneration Rate per Power Charge Manano_tier_2_eldritch_implicit 0
helmet 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 8% increased Mana Regeneration Rate per Power Charge Manano_tier_1_eldritch_implicit 0
helmet 200
default 0
75RedImplicitGain a Power Charge every 15 secondsno_tier_6_eldritch_implicit 0
body_armour 500
default 0
75RedImplicitGain a Power Charge every 14 secondsno_tier_5_eldritch_implicit 0
body_armour 500
default 0
75RedImplicitGain a Power Charge every 13 secondsno_tier_4_eldritch_implicit 0
body_armour 500
default 0
75RedImplicitGain a Power Charge every 12 secondsno_tier_3_eldritch_implicit 0
body_armour 500
default 0
75RedImplicitGain a Power Charge every 11 secondsno_tier_2_eldritch_implicit 0
body_armour 500
default 0
75RedImplicitGain a Power Charge every 10 secondsno_tier_1_eldritch_implicit 0
body_armour 500
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Gain a Power Charge every 10 secondsno_tier_5_eldritch_implicit 0
body_armour 250
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Gain a Power Charge every 9 secondsno_tier_4_eldritch_implicit 0
body_armour 250
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Gain a Power Charge every 8 secondsno_tier_3_eldritch_implicit 0
body_armour 250
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Gain a Power Charge every 7 secondsno_tier_2_eldritch_implicit 0
body_armour 250
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Gain a Power Charge every 6 secondsno_tier_1_eldritch_implicit 0
body_armour 250
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Gain a Power Charge every 5 secondsno_tier_4_eldritch_implicit 0
body_armour 100
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Gain a Power Charge every 4 secondsno_tier_3_eldritch_implicit 0
body_armour 100
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Gain a Power Charge every 3 secondsno_tier_2_eldritch_implicit 0
body_armour 100
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Gain a Power Charge every 2 secondsno_tier_1_eldritch_implicit 0
body_armour 100
default 0
24WeaponTree50% increased Endurance, Frenzy and Power Charge Durationone_hand_weapon 300
shield 300
default 0
55WeaponTree65% increased Endurance, Frenzy and Power Charge Durationone_hand_weapon 300
shield 300
default 0
78WeaponTree80% increased Endurance, Frenzy and Power Charge Durationone_hand_weapon 300
shield 300
default 0
24WeaponTree100% increased Endurance, Frenzy and Power Charge Durationtwo_hand_weapon 300
default 0
55WeaponTree120% increased Endurance, Frenzy and Power Charge Durationtwo_hand_weapon 300
default 0
78WeaponTree140% increased Endurance, Frenzy and Power Charge Durationtwo_hand_weapon 300
default 0
70WeaponTree75% reduced Endurance, Frenzy and Power Charge Duration
Gain a Power, Frenzy or Endurance Charge on Kill
fishing_rod 0
default 200
30WeaponTree50% reduced Power Charge Duration
Gain a Power Charge on Kill
fishing_rod 0
default 400
30WeaponTree+1 to Minimum Frenzy Charges
+1 to Minimum Power Charges
-1 to Maximum Endurance Charges
one_hand_weapon 300
shield 300
default 0
30WeaponTree+2 to Minimum Frenzy Charges
+2 to Minimum Power Charges
-2 to Maximum Endurance Charges
two_hand_weapon 300
default 0
30WeaponTree+1 to Minimum Endurance Charges
-1 to Maximum Frenzy Charges
+1 to Minimum Power Charges
one_hand_weapon 300
shield 300
default 0
30WeaponTree+2 to Minimum Endurance Charges
-2 to Maximum Frenzy Charges
+2 to Minimum Power Charges
two_hand_weapon 300
default 0
30WeaponTree+1 to Minimum Endurance Charges
+1 to Minimum Frenzy Charges
-1 to Maximum Power Charges
one_hand_weapon 300
shield 300
default 0
30WeaponTree+2 to Minimum Endurance Charges
+2 to Minimum Frenzy Charges
-2 to Maximum Power Charges
two_hand_weapon 300
default 0
30WeaponTree-1 to Maximum Endurance, Frenzy and Power Charges
+1 to Minimum Endurance, Frenzy and Power Charges
one_hand_weapon 150
shield 150
default 0
30WeaponTree-1 to Maximum Endurance, Frenzy and Power Charges
+2 to Minimum Endurance, Frenzy and Power Charges
two_hand_weapon 150
default 0
70WeaponTreeRecombined+1 to Maximum Frenzy Charges
-1 to Maximum Power Charges
-1 to Maximum Endurance Charges
one_hand_weapon 500
shield 500
default 0
70WeaponTreeRecombined+2 to Maximum Frenzy Charges
-2 to Maximum Power Charges
-2 to Maximum Endurance Charges
two_hand_weapon 500
default 0
70WeaponTreeRecombined-1 to Maximum Frenzy Charges
+1 to Maximum Power Charges
-1 to Maximum Endurance Charges
one_hand_weapon 500
shield 500
default 0
70WeaponTreeRecombined-2 to Maximum Frenzy Charges
+2 to Maximum Power Charges
-2 to Maximum Endurance Charges
two_hand_weapon 500
default 0
70WeaponTreeRecombined-1 to Maximum Frenzy Charges
-1 to Maximum Power Charges
+1 to Maximum Endurance Charges
one_hand_weapon 500
shield 500
default 0
70WeaponTreeRecombined-2 to Maximum Frenzy Charges
-2 to Maximum Power Charges
+2 to Maximum Endurance Charges
two_hand_weapon 500
default 0
50WeaponTree-1 to Maximum Power Charges
4% increased Cooldown Recovery Rate per Power Charge
one_hand_weapon 150
shield 150
default 0
50WeaponTree-1 to Maximum Power Charges
6% increased Cooldown Recovery Rate per Power Charge
two_hand_weapon 150
default 0
70WeaponTree15% increased Damage per Endurance, Frenzy or Power Charge
-1 to Maximum Endurance, Frenzy and Power Charges
one_hand_weapon 150
shield 150
default 0
70WeaponTree25% increased Damage per Endurance, Frenzy or Power Charge
-1 to Maximum Endurance, Frenzy and Power Charges
two_hand_weapon 150
default 0
1WeaponTreeFlicker Strike and Vigilant Strike's Cooldown can be bypassed by Power Charges instead of Frenzy or Endurance Chargesranged 0
shield 500
weapon 1000
default 0
1WeaponTreeSocketed Gems are Supported by Level 30 Power Charge On Critical Strikecrucible_unique_staff 1000
default 0
Haunted16Prefix+1 to Maximum Power Chargesnecropolis_helmet 250
default 0
Enchantment Modifier /4
NameLevelPre/SufDescriptionWeight
Enchantment Ice Spear Percent Chance To Gain Power Charge On Critical Strike 166Enchantment10% Chance to gain a Power Charge on Critical Strike with Ice Spear Casterhelmet 100
default 0
Enchantment Ice Spear Percent Chance To Gain Power Charge On Critical Strike 275Enchantment15% Chance to gain a Power Charge on Critical Strike with Ice Spear Casterhelmet 75
default 0
Enchantment Power Siphon Percent Chance To Gain Power Charge On Kill 166Enchantment30% Chance to gain an additional Power Charge on Kill with Power Siphon Attackhelmet 75
default 0
Enchantment Power Siphon Percent Chance To Gain Power Charge On Kill 275Enchantment45% Chance to gain an additional Power Charge on Kill with Power Siphon Attackhelmet 75
default 0
Monsters mods /13
NameLevelPre/SufDescriptionWeight
1Uniquegain power charge for each quarter life removed [100]
of Power1Unique50% chance to gain a Power Charge on Hitnot_int 0
default 1000
1Unique50% chance to gain a Power Charge on Hit
1Unique100% chance to gain a Power Charge on Hit
map related item drop chance +% final from league [-40]
1Unique50% increased Cast Speed per Power Charge Caster Speed
1Uniquemonster gain power charge on kin death [1]
Bootlegger's Touch1Tormentgain power charge for each quarter life removed [1]
Bootlegger's Grip1Torment50% chance to gain a Power Charge on Hit
Shared Boon1Bloodlines100% chance to gain a Power Charge on Hit
monster share charges with pack [1]
1Unique+3 to Maximum Frenzy Charges
+3 to Maximum Power Charges
+3 to Maximum Endurance Charges
500% increased Endurance, Frenzy and Power Charge Duration
1Unique100% chance to gain a Power Charge on Hit
of Power24Suffixgain X power charges on casting a spell [1]Caster 2000
default 0
1UniqueDefender Teammates gain 3 Endurance, Frenzy or Power Charges every 6 seconds
Map mods /5
NameLevelPre/SufDescriptionWeight
of Power1SuffixMonsters gain a Power Charge on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
secret_area 0
unique_map 0
maven_map 0
expedition_logbook 0
primordial_map 0
default 800
of Power1SuffixMonsters gain a Power Charge on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
uber_tier_map 0
secret_area 0
unique_map 0
maven_map 800
primordial_map 800
default 0
of Power1SuffixMonsters gain a Power Charge on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
secret_area 0
unique_map 0
expedition_logbook 800
default 0
of Power1SuffixMonsters have +1 to Maximum Power Charges
Monsters gain a Power Charge on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
50% more Maps found in Area
uber_tier_map 100
default 0
of Power1SuffixMonsters gain a Power Charge on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
has_uber_map_suffix 96
default 0
Delve Area mods /2
NameLevelPre/SufDescriptionWeight
1DelveAreaMonsters have (30–60)% chance to gain a Power Charge on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
default 1000
52DelveAreaMonsters gain a Power Charge on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
default 1000
Heist Area mods /2
NameLevelPre/SufDescriptionWeight
of Power1SuffixMonsters have (30–60)% chance to gain a Power Charge on Hit
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 800
of Power68SuffixMonsters gain a Power Charge on Hit
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 800
Veiled mods /3
NameLevelPre/SufDescriptionWeight
of the Order60Suffix+1 to Minimum Power Charges
(3–4)% chance to gain a Power Charge on Kill
ring 1500
amulet 1500
default 0
of the Order60Suffix(5–6)% increased Damage per Power Charge Damageone_hand_weapon 1000
default 0
of the Order60Suffix(7–8)% increased Damage per Power Charge Damagetwo_hand_weapon 1000
default 0
Crafting Bench /3
ModRequireItemClassesUnlock
+1 to Minimum Power Charges1x Exalted OrbRing · AmuletMarshes Map
(5–6)% increased Damage per Power Charge3x Chaos OrbTwo Hand Melee · Two Hand RangedCrimson Township Map
(3–4)% increased Damage per Power Charge3x Chaos OrbOne Hand Melee · One Hand RangedCrimson Township Map
Misc mods /24
NameLevelDomainPre/SufDescriptionWeight
1FlaskUniqueGain (1–3) Power Charge on use
1JewelUnique-1 to Maximum Power Charges
1JewelCorrupted(3–7)% increased Endurance, Frenzy and Power Charge Durationjewel 0
default 0
of Power1JewelSuffix(10–14)% increased Power Charge Durationnot_int 0
default 0
1JewelUniqueWith at least 40 Intelligence in Radius, Cold Snap grants Power Charges instead of Frenzy Charges when Enemies die in its Area
With at least 40 Intelligence in Radius, Cold Snap's Cooldown can be bypassed by Power Charges instead of Frenzy Charges
local jewel effect base radius [1200]
Caster
1JewelUnique+1 to Minimum Power Charges per Grand Spectrum
number of stackable unique jewels [1]
1JewelUniquePassives granting Lightning Resistance or all Elemental Resistances in Radius
also grant an equal chance to gain a Power Charge on Kill
local jewel effect base radius [1500]
1JewelUnique10% increased Power Charge Durationjewel 1
default 0
1JewelUnique+3% to Critical Strike Multiplier per Power Charge Damage Critical
1PrimordialAltarUnique(-40–-20)% to Critical Strike Multiplier per Power Chargeprimordial_altar_upside 0
tangle_altar 400
default 0
of the Assassin67SentinelSuffixCharacter Gains Power Charges for 15 seconds on deploymentspecial_sentinel_mod 0
default 30
Ambitious75SanctumSpecialPrefix(6–8)% increased Damage per Power Charge Damageint_special_relic 600
default 150
of Concentration75SanctumSpecialSuffix(6–8)% increased Mana Regeneration Rate per Power Charge Manaint_special_relic 600
default 150
of Untapped Power84SanctumSpecialSuffix+1 to Maximum Power Chargesint_special_relic 200
default 50
of the Hierophant70CharmSuffix+1 to Minimum Endurance Charges
+1 to Minimum Power Charges
int_animal_charm 50
str_animal_charm 50
default 0
Occultist's1CharmPrefix(2–3)% increased Area of Effect per Power Chargeint_animal_charm 1000
default 0
Occultist's60CharmPrefix4% increased Area of Effect per Power Chargeint_animal_charm 500
default 0
Assassin's1CharmPrefix(10–15)% chance to gain a Power Charge on Critical Strikeint_animal_charm 500
dex_animal_charm 500
default 0
Assassin's60CharmPrefix(16–25)% chance to gain a Power Charge on Critical Strikeint_animal_charm 250
dex_animal_charm 250
default 0
Assassin's1CharmPrefix+(2–3)% to Critical Strike Multiplier per Power Chargeint_animal_charm 500
dex_animal_charm 500
default 0
Assassin's60CharmPrefix+(4–5)% to Critical Strike Multiplier per Power Chargeint_animal_charm 250
dex_animal_charm 250
default 0
Assassin's1CharmPrefix+(0.4–0.6)% Critical Strike Chance while at maximum Power Chargesint_animal_charm 500
dex_animal_charm 500
default 0
Assassin's60CharmPrefix+(0.61–1)% Critical Strike Chance while at maximum Power Chargesint_animal_charm 250
dex_animal_charm 250
default 0
46NecropolisNecropolisHaunted100% chance to gain a Power Charge on Hit
monster necropolis mod value +% [80]
default 400
Essence /1
Item /7
Monkey Paw Talisman
Talisman Tier: 3
10% chance to gain a Power Charge on Kill
local stat monsters pick up item [1]
Corrupted
Congregator Wand
Physical Damage: 23-43
Critical Strike Chance: 8.5%
Attacks per Second: 1.5
Requires Level 50, 168 Int
Gain an Endurance, Frenzy or Power Charge every 6 seconds
Assembler Wand
Physical Damage: 15-28
Critical Strike Chance: 8.5%
Attacks per Second: 1.5
Requires Level 30, 101 Int
Gain an Endurance, Frenzy or Power Charge every 6 seconds
Accumulator Wand
Physical Damage: 27-50
Critical Strike Chance: 8.5%
Attacks per Second: 1.5
Requires Level 70, 237 Int
Gain 2 Endurance, Frenzy or Power Charges every 6 seconds
Eventuality Rod
Physical Damage: 78-144
Critical Strike Chance: 8.3%
Attacks per Second: 1.25
Weapon Range: 1.3 metres
Requires Level 70, 117 Str, 117 Int
+1 to Maximum Power Charges and Maximum Endurance Charges
Potentiality Rod
Physical Damage: 61-113
Critical Strike Chance: 8.3%
Attacks per Second: 1.25
Weapon Range: 1.3 metres
Requires Level 50, 86 Str, 86 Int
+1 to Maximum Power Charges and Maximum Endurance Charges
Capacity Rod
Physical Damage: 39-73
Critical Strike Chance: 8.3%
Attacks per Second: 1.25
Weapon Range: 1.3 metres
Requires Level 30, 54 Str, 54 Int
+1 to Maximum Power Charges and Maximum Endurance Charges
Unique /53
+(16–24) to Dexterity and Intelligence
+(30–40)% to Lightning Resistance
+(8–10)% to Chaos Resistance
10% chance to gain a Frenzy Charge on Kill
10% chance to gain a Power Charge on Kill
5% increased Projectile Speed per Frenzy Charge
5% increased Projectile Damage per Power Charge
+(16–24) to Strength and Intelligence
+(20–30) to maximum Energy Shield
+(30–40) to maximum Life
+(15–20)% to all Elemental Resistances
30% reduced Endurance Charge Duration
30% reduced Power Charge Duration
Gain an Endurance Charge when you lose a Power Charge
+(60–80) to maximum Energy Shield
+(60–70) to maximum Energy Shield
+(45–55) to maximum Mana
Chill Effect and Freeze Duration on you are based on 100% of Energy Shield
(20–25)% increased Elemental Damage with Attack Skills per Power Charge
0.2% of Attack Damage Leeched as Mana per Power Charge
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(20–30)% increased Global Critical Strike Chance
+333 to Accuracy Rating
+(15–25)% to Global Critical Strike Multiplier
+(40–60) to maximum Mana
0.4% of Physical Attack Damage Leeched as Mana
Gain a Power Charge on Non-Critical Strike
Lose all Power Charges on Critical Strike
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(100–150)% increased Armour and Energy Shield
50% reduced maximum Mana
Gain a Power Charge for each Enemy you hit with a Critical Strike
Inner Conviction
(3% more Spell Damage per Power Charge. Gain Power Charges instead of Frenzy Charges)
(10–15)% increased Attack Speed
(10–15)% increased Cast Speed
(10–15)% reduced maximum Mana
(10–15)% chance to gain a Power, Frenzy or Endurance Charge on Kill
(Share Endurance, Frenzy and Power Charges with nearby party members)
(36–40)% increased Spell Damage
80% reduced Spell Damage
(10–20)% increased Cast Speed
(50–65)% increased Global Critical Strike Chance
+(40–50) to maximum Mana
+1 to Maximum Power Charges
25% increased Spell Damage per Power Charge
(250–300)% increased Charges per use
Removes 80% of your maximum Energy Shield on use
You take 50% of your maximum Life as Chaos Damage on use
Gain (1–3) Endurance Charge on use
Gain (1–3) Frenzy Charge on use
Gain (1–3) Power Charge on use
+5% chance to Suppress Spell Damage
Grants Level 25 Bear Trap Skill
(18–28)% increased Trap Damage
(15–25)% increased Global Physical Damage
+(60–80) to maximum Life
(-18–-14) Physical Damage taken from Attack Hits
25% chance to gain a Power Charge when you Throw a Trap
+25% Chance to Block Attack Damage while wielding a Staff
+6% Chance to Block Attack Damage while wielding a Staff
Adds (135–145) to (160–175) Physical Damage
(12–16)% increased Attack Speed
(10–20)% increased Critical Strike Chance
+1 to Maximum Power Charges
10% chance to gain a Power Charge if you Knock an Enemy Back with Melee Damage
(Warstaves are considered Staves)
30% increased Global Critical Strike Chance
Adds 1 to 4 Physical Damage
10% increased Attack Speed
100% increased Critical Strike Chance
+45% to Global Critical Strike Multiplier
15% chance to gain a Power Charge on Kill
-1 to Maximum Power Charges
Corrupted
+(20–25) to maximum Mana
(220–250)% increased Evasion and Energy Shield
+(60–80) to maximum Life
4% increased Movement Speed per Frenzy Charge
(100–200)% increased Endurance, Frenzy and Power Charge Duration
Regenerate 75 Life per second per Endurance Charge
26% increased Elemental Damage
Adds (35–46) to (85–128) Physical Damage
(25–50)% increased Critical Strike Chance
30% chance to gain a Power Charge when you Stun
Gain Unholy Might for 4 seconds on Critical Strike
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(90–110)% increased Armour and Evasion
(4–7)% increased Elemental Damage per Frenzy Charge
(4–7)% increased Physical Damage per Endurance Charge
(4–7)% increased Spell Damage per Power Charge
10% chance to Steal Power, Frenzy, and Endurance Charges on Hit
(10–15)% increased Cold Damage
With at least 40 Intelligence in Radius, Cold Snap grants Power Charges instead of Frenzy Charges when Enemies die in its Area
With at least 40 Intelligence in Radius, Cold Snap's Cooldown can be bypassed by Power Charges instead of Frenzy Charges
+(16–24) to Strength and Intelligence
+(30–50) to maximum Life
+(50–70) to maximum Mana
+1 to Maximum Power Charges
10% increased Mana Regeneration Rate per Power Charge
(80–100)% increased Power Charge Duration
1% of Damage is taken from Mana before Life per Power Charge
40% reduced Critical Strike Chance per Power Charge
+(60–120) to maximum Mana
30% increased Movement Speed
25% chance to gain a Power Charge on Critical Strike
12% increased Reservation Efficiency of Skills
You have no Life Regeneration
Stun Threshold is based on 500% of your Mana instead of Life
(The Stun Threshold determines how much Damage can Stun something)
Adds (1–2) to (9–11) Lightning Damage to Spells and Attacks
(40–60)% increased Physical Damage
Adds 1 to (35–45) Lightning Damage
(15–25)% increased Mana Regeneration Rate
+1 to Maximum Power Charges
(25–35)% chance to gain a Power Charge on Kill
(10–15)% increased Spell Damage
(210–250)% increased Energy Shield
+2 to Maximum Power Charges
20% chance to gain a Power Charge on Hit
(12–16)% increased Spell Damage per Power Charge
Shocks you when you reach Maximum Power Charges
Lose all Power Charges on reaching Maximum Power Charges
(Shock increases Damage taken by 15%, for 2 seconds)
+8% to all Elemental Resistances
+(50–70) to maximum Life
+(20–30)% to Lightning Resistance
+11% to Chaos Resistance
20% increased Area of Effect of Aura Skills
10% chance to grant a Power Charge to nearby Allies on Kill
5% chance to grant a Frenzy Charge to nearby Allies on Hit
Adds (14–29) to (42–47) Cold Damage to Spells and Attacks
(10–20)% increased Cast Speed
Gain a Power Charge on Killing a Frozen Enemy
Adds 50 to 70 Cold Damage to Spells per Power Charge
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
Adds (14–29) to (42–47) Cold Damage to Spells and Attacks
Adds (120–140) to (150–170) Cold Damage to Spells
Gain a Power Charge on Killing a Frozen Enemy
Cold Exposure you inflict applies an extra -12% to Cold Resistance
+(20–25) Mana gained on Killing a Frozen Enemy
Gain (6–10)% of Lightning Damage as Extra Chaos Damage
Passives granting Lightning Resistance or all Elemental Resistances in Radius
also grant an equal chance to gain a Power Charge on Kill
+(15–20) to all Attributes
(60–140)% increased Armour and Energy Shield
+(60–70) to maximum Life
-1 to Maximum Power Charges
Gain (8–12)% of Physical Damage as Extra Chaos Damage while at maximum Power Charges
You take 50% reduced Extra Damage from Critical Strikes while you have no Power Charges
(Attributes are Strength, Dexterity, and Intelligence)
(5–8)% increased Intelligence
+(50–70) to maximum Life
25% increased Movement Speed
5% increased Damage per Power Charge
25% chance that if you would gain Power Charges, you instead gain up to
your maximum number of Power Charges
+(16–24) to Dexterity and Intelligence
(4–8)% increased maximum Life
(25–30)% chance to gain a Frenzy Charge on Killing an Enemy affected by at least 5 Poisons
(12–15)% chance to gain a Power Charge on Killing an Enemy affected by fewer than 5 Poisons
10% increased Damage with Poison per Frenzy Charge
3% increased Poison Duration per Power Charge
(80–100)% increased Evasion and Energy Shield
+(60–80) to maximum Life
Gain (15–25) Energy Shield per Enemy Hit with Attacks
Gain (15–25) Life per Enemy Hit with Attacks
Grants Malachai's Endurance, Frenzy and Power for 6 seconds each, in sequence
(Malachai's Endurance gives 10% chance to grant an Endurance Charge on Hit)
(Malachai's Frenzy gives 10% chance to grant a Frenzy Charge on Hit)
(Malachai's Power gives 10% chance to grant a Power Charge on Hit)
+25% Chance to Block Attack Damage while wielding a Staff
+(40–55)% to Chaos Damage over Time Multiplier
(20–30)% increased Chaos Damage
2% increased Cast Speed per Power Charge
+2 to Level of all Chaos Spell Skill Gems
Gain a Power Charge after Spending a total of 200 Mana
Regenerate 2 Mana per Second per Power Charge
+(15–25)% to Cold Resistance
+(15–25)% to Chaos Resistance
(15–25)% increased Movement Speed
Corrupted Blood cannot be inflicted on you
Count as having maximum number of Power Charges
Adds (3–5) to (70–82) Lightning Damage to Spells and Attacks
(30–40)% increased Spell Damage
Adds (26–35) to (95–105) Lightning Damage to Spells
+(6–10)% to Critical Strike Multiplier per Power Charge
+2% Chance to Block Spell Damage per Power Charge
+0.3% Critical Strike Chance per Power Charge
Adds 3 to 9 Lightning Damage to Spells per Power Charge
200 Lightning Damage taken per second per Power Charge if
your Skills have dealt a Critical Strike Recently
(Recently refers to the past 4 seconds)
(100–150)% increased Armour and Evasion
+(80–100) to maximum Life
Aspect of the Cat has no Reservation
+2 seconds to Cat's Stealth Duration
You have Phasing while you have Cat's Stealth
Gain up to your maximum number of Frenzy and Power Charges when you gain Cat's Stealth
Adds (16–21) to (31–36) Chaos Damage to Spells
(220–250)% increased Energy Shield
10% chance to gain a Power Charge on hitting an Enemy affected by a Spider's Web
(6–10)% chance to Poison per Power Charge
(15–20)% increased Damage with Poison per Power Charge
Aspect of the Spider inflicts Spider's Webs and Hinder every 0.5 Seconds instead
+(30–40) to Dexterity
(200–250)% increased Evasion and Energy Shield
(20–30)% reduced Trap Throwing Speed
Skills used by Traps have (10–20)% increased Area of Effect
Increases and Reductions to Cast Speed also Apply to Trap Throwing Speed
10% chance to gain an Endurance, Frenzy or Power Charge when any
of your Traps are Triggered by an Enemy
Skills which throw Traps Cost Life instead of Mana
(20–30)% increased Mana Regeneration Rate
Adds (22–27) to (34–38) Fire Damage
Adds (20–23) to (31–35) Cold Damage
Adds (1–3) to (47–52) Lightning Damage
Gain up to maximum Power Charges when you use a Vaal Skill
Gain 10 Life per Enemy Hit if you have used a Vaal Skill Recently
10% increased Movement Speed if you have used a Vaal Skill Recently
(Recently refers to the past 4 seconds)
+(16–24) to Dexterity and Intelligence
Your Maximum Frenzy Charges is equal to your Maximum Power Charges
(7–10)% increased Cooldown Recovery Rate of Travel Skills per Frenzy Charge
(7–10)% increased Effect of Elusive on you per Power Charge
(20–25)% chance to lose a Frenzy Charge when you use a Travel Skill
(20–25)% chance to lose a Power Charge when you gain Elusive
(Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
(200–250)% increased Evasion and Energy Shield
1% of Damage dealt by your Mines is Leeched to you as Life
(20–30)% reduced Recovery rate of Life and Energy Shield
5% increased Recovery rate of Life and Energy Shield per Power Charge
Lose a Power Charge each second if you have not Detonated Mines Recently
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Recently refers to the past 4 seconds)
+(20–30) to Intelligence
+(15–25)% to all Elemental Resistances
(25–40)% increased Mana Regeneration Rate
+(30–40)% to Critical Strike Multiplier if you've gained a Power Charge Recently
(1–2) to (36–40) Lightning Damage per Power Charge
90% less Power Charge Duration
Adds (14–29) to (42–47) Cold Damage to Spells and Attacks
(15–25)% increased Cast Speed
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
(15–20)% increased Cold Damage per Frenzy Charge
50% chance to gain a Power Charge when you Hit a Frozen Enemy
Take 500 Cold Damage on reaching Maximum Power Charges
(350–400)% increased Evasion and Energy Shield
+5% Chance to Block Spell Damage per Power Charge
(3–5)% increased Elemental Damage per Power charge
Gain a Power Charge every Second if you haven't lost Power Charges Recently
Lose all Power Charges when you Block
(60–100)% increased Armour
+(60–100) to maximum Life
30% increased Movement Speed
Gain a Power Charge on Hit while Poisoned
+30% to Chaos Resistance while stationary
Necrotic Footprints
50% chance for Spell Hits against you to inflict Poison
(5–8)% increased Intelligence
+(50–70) to maximum Life
5% increased Damage per Power Charge
Regenerate 0.5% of Life per second per Power Charge
5% increased Movement Speed per Power Charge
Minions deal (15–20)% increased Damage
(150–200)% increased Armour and Energy Shield
Minions have (20–40)% reduced maximum Life
Minions have (15–25)% increased Movement Speed
Minions have 50% increased Critical Strike Chance per Maximum Power Charge you have
Minions can hear the whispers for 5 seconds after they deal a Critical Strike
(Minions which hear the whispers take 20% of their maximum life as chaos damage per second, have 50% increased attack speed and damage, and do not listen to you)
30% increased Global Critical Strike Chance
(200–250)% increased Physical Damage
(20–25)% increased Attack Speed if you haven't gained a Frenzy Charge Recently
(60–80)% increased Critical Strike Chance if you haven't gained a Power Charge Recently
+3 seconds to Duration of Frenzy and Power Charges on Culling Strike
Gain (120–150) Life on Culling Strike
Gain (10–20) Mana on Culling Strike
(Recently refers to the past 4 seconds)
(15–25)% increased Stun and Block Recovery
+(60–70) to maximum Energy Shield
(16–20)% increased maximum Mana
+(40–60)% to Lightning Resistance
+1 to Maximum Power Charges
Modifiers to Minimum Power Charges instead apply to Minimum Absorption Charges
Maximum Absorption Charges is equal to Maximum Power Charges
Gain Absorption Charges instead of Power Charges
(Players Recoup 12% of Elemental Damage taken as Energy Shield per Absorption Charge)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
32% increased Elemental Damage
(80–120)% increased Damage with Vaal Skills
(6–8)% reduced Soul Gain Prevention Duration
Gain an Endurance Charge, Frenzy Charge, and Power Charge when you use a Vaal Skill
Shepherd of Souls
(Vaal Non-Aura Skills require 80% less Souls. Vaal Non-Aura Skills require 100% increased Souls per Vaal Skill used in the past 8 seconds)
+3% chance to Suppress Spell Damage
Grants Level 5 Bear Trap Skill
(18–28)% increased Trap Damage
(15–25)% increased Global Physical Damage
+(10–20) to maximum Life
(-3–-2) Physical Damage taken from Attack Hits
25% chance to gain a Power Charge when you Throw a Trap
+(15–25)% to Cold Resistance
+(15–25)% to Chaos Resistance
Count as having maximum number of Endurance Charges
Count as having maximum number of Frenzy Charges
Count as having maximum number of Power Charges
Gain a Frenzy, Endurance, or Power Charge once per second while you are Stationary
+1 to Minimum Power Charges per Grand Spectrum
number of stackable unique jewels [1]
+(15–25) to maximum Energy Shield
+(30–40) to Intelligence
(10–15)% increased Cast Speed
(10–20)% chance to gain a Power Charge when you Cast a Curse Spell
Your Curse Limit is equal to your maximum Power Charges
+(16–24) to Strength and Intelligence
+(40–70) to maximum Mana
(-13–13)% to Chaos Resistance
-5% to all maximum Resistances
Gain additional Elemental Damage Reduction equal to half your Chaos Resistance
Maximum Endurance, Frenzy and Power Charges is 0
(Maximum Resistances cannot be raised above 90%)
Lose a Power Charge each second
Corrupted
+(30–50) to Intelligence
(80–120)% increased Armour and Evasion
+1 to Level of all Minion Skill Gems
25% increased Light Radius
Minions have the same maximum number of Endurance, Frenzy and Power Charges as you
Minions count as having the same number of
Endurance, Frenzy and Power Charges as you
Cluster Jewel Passive /8
15% increased maximum Mana
20% increased Mana Recovery from Flasks
25% chance to gain a Power Charge when you use a Mana Flask
+6% Chance to Block Spell Damage while Dual Wielding
Attack Skills deal 20% increased Damage while Dual Wielding
20% chance to gain a Power Charge when you Block
6% Chance to Block Spell Damage
20% increased Spell Damage
20% chance to gain a Power Charge when you Block
Exerted Attacks deal 25% increased Damage
Warcries have 5% Chance to grant an Endurance, Frenzy or Power Charge per Power
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
20% chance to gain a Power Charge when you Block
+10% Chance to Block Spell Damage while at Maximum Power Charges
10% chance to gain a Power Charge when you Shock a Chilled Enemy
25% increased Cold Damage with Hits against Shocked Enemies
25% increased Lightning Damage with Hits against Chilled Enemies
20% increased Area Damage
3% increased Area of Effect per Power Charge, up to a maximum of 50%
+15% to Critical Strike Multiplier with Claws or Daggers
10% chance to gain a Power Charge on Non-Critical Strike with a Claw or Dagger
Timeless Jewel Passive /6
Inner Conviction
Templar Keystone
3% more Spell Damage per Power Charge
Gain Power Charges instead of Frenzy Charges
Your every move is calm and calculated with absolute certainty.
Powerful Faith
Templar Notable
+1 to Minimum Power Charges while you have at least 150 Devotion
Supreme Grandstanding
Eternal Keystone
Nearby Allies and Enemies Share Charges with you
Enemies Hitting you have 10% chance to gain an Endurance,
Frenzy or Power Charge
Your fiery passion inspires everyone around you - especially your foes.
Elegant Hubris: Victario
Eternal Subjugation
Eternal Notable
15% chance to gain a Power Charge on Critical Strike
Eternal Separation
Eternal Notable
4% increased Energy Shield per Power Charge
Eternal Exploitation
Eternal Notable
10% increased Damage per Power Charge
Elevated modifier List /6
NameLvModsElevated Mods
of the Crusade8015% chance to gain a Power Charge on Critical Strike
Group: 1618
15% chance to gain a Power Charge on Critical Strike
3% increased Damage per Power Charge
The Shaper's68(4–6)% chance to gain a Power Charge on Kill
Group: 597
(7–10)% chance to gain a Power Charge on Kill
The Shaper's84(7–10)% chance to gain a Power Charge on Kill
Group: 597
50% increased Power Charge Duration
(11–15)% chance to gain a Power Charge on Kill
Warlord's75+1 to Maximum Power Charges
Group: 568
+1 to Maximum Power Charges
10% chance that if you would gain Power Charges, you instead gain up to
your maximum number of Power Charges
Redeemer's68(4–6)% chance to gain a Power Charge on Kill
Group: 597
(7–10)% chance to gain a Power Charge on Kill
Redeemer's80(7–10)% chance to gain a Power Charge on Kill
Group: 597
50% increased Power Charge Duration
(11–15)% chance to gain a Power Charge on Kill

Community Wiki

Edit

Power Charge

Power charges are one of the three Charge types. They grant a temporary buff associated with intelligence and represent an increase to concentration and arcane energies during combat. They are visualized as glowing blue orbs surrounding the character. Gaining a new power charge resets the duration of all remaining power charges.

Players gain increased Critical Strike Chance for each Power Charge they have

  • 40% increased Critical Strike Chance per Power Charge

Effects on monsters

The effects of power charges are much more significant on monsters and minions. Note that player totems themselves cannot gain or have power charges.

  • 200% increased Critical Strike Chance per Power Charge

Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.